Zilkia Industries ZI-SCP-02 “Scorpion Steed” Scorpion Walker:

Zilkia Industries produces a number of unusual designs and is an extremely
unique company in its own right. The company was originally founded by
a Kittani weapon engineer named Ki-Tarn Zilkia and the company’s home base
in the city of Tolkeen. Ki-Tarn started the company with the manufacture
of a variety of Kittani designs, the only place such designs were available
outside of Atlantis. The company also began producing copies of several
Triax designs. Slowly, the company began producing completely new designs
including many with spider type themes. Eventually, a small number of Scorpion
based designs supplemented these. The company appears to have strong ties
with another company called “Metalworks Industries.” In some cases, the
companies appear to be competitors but they also appear to share equipment
in their designs. Family members of Ki-Tarn also work for the company along
with several other displaced Kittani.

The “Scorpion Steed” is a medium sized design and is designed to fill
a similar role to a robot horse although the appearance is quite different.
The “Spider Steed” fills a similar role but the designs are quite a bit
different. Many components are shared by both designs. The design has eight
legs just like a flesh and blood scorpion and has both a pair of pincers
and a long tail. The legs are articulated like a spider or a scorpion with
the design both being relatively low to the ground and is extremely stable.
While the design does carry gyros, it almost does not need them. Up to
a pair of legs can be destroyed on a single side without the walker being
made immobile. Of course, the destruction of each leg will reduce the maximum
speed of the walker to some extent. Top speed with all legs intact is slightly
slower than the spider steed with a top speed of one hundred and twenty
kilometers per hour. As well, leaping distance is reduced when compared
to the other “walker” type design produced by Zilkia Industries. Power
is provided by a fusion reactor similar to the reactor carried in the Equestrian
Power armor produced on Atlantis and several other Zilkia designs mount
a similar power system.

While the design might be considered a “mount,” the design is not really
rode on top of like a horse but instead there is an open top cockpit. This
cockpit is mounted in the thorax of the walker and is similar to the cockpit
in many hover cycles. There is a forward wind screen but otherwise the
pilot is exposed. The design is operated by a single pilot although there
is space for a single passenger to ride behind them. The walker is controlled
more like a robot vehicle than the way a rider directs a horse. The design
does not mount the vast array of sensors of most Zilkia designs although
it does have a pair of sensor eyes. These work as video cameras and have
both night vision and thermal imaging systems. Otherwise, the pilot relies
mostly on the sensors in the body armor he or she wears.

Unlike the Spider Steed, the standard Scorpion Steed is armed for both
close in melee combat and long range combat. Because the design is armed,
some individuals and groups prefer the scorpion type design. More weaponry
can be carried on the walker although most reduce the ability to carry
additional cargo. The design has two weapon arms with a pulse laser built
into each one along with a plasma blade. Lasers are variable frequency
and are extremely effective against laser resistant materials including
that of the Glitter Boy. As well, the design has plasma blade and plasma
blaster mounted in the long tail. The tail can strike forward of the body
and to either side. There is a special interlock which protects the pilot
from being hit by the tail. Power for all energy weapons are provided by
the fusion reactor.

Without additional weaponry, the walker can carry up to two hundred
kilograms internally and has a maximum weight limit of one thousand kilograms
if not limited by volume. Generally, this is restricted by the amount of
saddle bags which can be carried. Another option is to tow a load of up
to 10 metric tons of cargo. Mini-missiles can be mounted instead of much
of the cargo space available in the main body. Twelve mini-missiles can
be carried for each launcher for a total of two dozen missiles. The
“Scorpion Steed” can also mount a pair of lasers in the eyes. Few are fitted with
these lasers because they are weaker than the main pulse lasers even though
they don't require any additional volume.

Notes:[1] The destruction of a up to two legs on a side will not cause the
design to be unbalanced and the scorpion steed will still be able to move.
Speed is reduced by 10% per leg destroyed.
[2] Depleting the M.D.C. of the main body will shut the robot down
completely, rendering it useless.

Speed:Running: 74.6 mph (120 kph) maximum.
Leaping: Powerful legs allow robot to leap 15 feet (4.6 m) up
and 25 feet (7.6) across from a standing position, 20 feet (6.1 m) up and
40 feet (12.2 m) across with a short running start.
Flying: Not possible!
Underwater: It can walk along the bottom of the sea floor at
25% of maximum speed and has a maximum Ocean depth of 500 feet (152.4 meters)
if allowed by the pilot’s body armor.
Maximum Effective Range: Limited only by the pilot’s endurance. Emergency food
supply will keep the pilot alive for one week.

Statistical Data:Height: 4.1 feet (1.25 meters)
Width: 5.6 feet (1.71 meters) for main body with legs extending
out for 8.5 feet (2.59 meters) on either side
Length: 9.5 feet (2.90 meters)
Weight: 1.54 tons (1.4 metric tons)
Physical Strength: P.S. 32
Cargo: Small cargo area in rear which allows up to 440.9 lbs
(200 kg) to be carried. Reduce by half if mini-missile launchers are mounted.
Can carry up to 2204.6 lbs (1000 kg) if not restricted by volume on flanks.
Also can tow up to 11.02 tons (10 metric tons).
Power System: Nuclear; average life is 20 years.
Black Market Cost: 8.5 million credits for a new, undamaged
basic unit (unarmed.) Laser Eyes cost 150,000 for two and mini-missile
launchers cost 200,000 for both.

Weapon Systems:

Arm / Pincer Weapons (2): One is mounted on each side of
the scorpion body near the front portion. part of the power armor under
where humanoid portion is joined and is fully articulated. Mounted in each
arm is a plasma blade claw and a pulse laser. The plasma blade claw can
operate in both a powered and unpowered mode. It can also be used for grasping.
The laser is derived from the TX-41 pulse laser. The laser retains the
variable frequency setting and the ability to fire bursts. The weapon has
12 different possible frequencies to counter laser resistant armor. Setting
seven counters USA-10 Glitter Boy and all other setting are designed to counter
other laser resistant materials. Both lasers can be fired simultaneously.
Maximum Effective Range: Plasma Blades: Hand to Hand
range only. Pulse Laser: 4,000 feet (1,200 meters).
Mega Damage: Plasma Blades: Uncharged inflicts 2D6 each
or 6D6 each when charged Pulse Laser: 3D6 for single shot and 1D6x10
for three round burst (Both lasers combined inflict 2D6x10 for a six round
burst.)
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6).
Payload: Plasma Blades: Effectively Unlimited, Pulse
Laser: Effectively Unlimited (Draws Power off the main engines)

Plasma Tail: Tail is designed to be able to strike over the
body of the walker and off to either side. Like the main claws, the tail
can be used while unpowered or while charged. It is more powerful than
the claw mounted blades. When charged, the tail can penetrate some of the
thickest armors. As well, the tail can be used to fire plasma bolts. Range
is limited compared to the arm weapons but is still extremely useful and
can fire to the rear as well.
Maximum Effective Range: Plasma Blades: Hand to Hand
range only. Plasma Bolts: 100 feet (30.5 meters)
Mega Damage: Plasma Blades: Uncharged inflicts 4D6 each
or 1D4x10 each when charged. Plasma Bolts:
1D4x10 per blast.
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6).
Payload: Plasma Blades: Effectively Unlimited (Draws
Power off the main engines)

Laser Eyes - Optional (2): Rarely mounted. Built into each
of the compound eye of the robot are pulse lasers. The lasers are controlled
by the pilot and are activated by a button on the control stick. The pulse
lasers are powered by into the reactor for unlimited shots.
Maximum Effective Range: 1000 feet (305 meters)
Mega-Damage: 2D6 for one eye and 4D6 for both eyes. A double
blast counts as a single attack
Rate of Fire: Equal to number of hand to hand attacks of pilot.
Payload: Effectively unlimited.

Mini-Missile Systems - Optional (2): Mounted on each of the
flanks of the rear part of body are high capacity mini-missile launchers.
Takes up much of internal cargo bays if mounted. Mini-missile launchers
retract when not in use. Each launcher carries twelve mini-missiles for
twenty-four total.
Missile Type: Any mini-missile can be used, but standard issue
is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will
be used for anti-personnel operations.
Maximum Effective Range: Varies with mini-missile type (See
revised
bomb and missile tables for details.)
Mega-Damage: Varies with mini-missile type (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or six (6) missiles.
Payload: Twelve each launcher for twenty-four total.